Wednesday, November 20, 2013

War Commander: Viper

Tuesday, November 19, 2013

Operation: Desert Recon Waves 1-70

Operation: Desert Recon Waves 1-70
1-10 http://www.youtube.com/watch?v=Aj06VJiKH5Y
11-20 http://www.youtube.com/watch?v=9MoS2nMAsvQ
21-30 http://www.youtube.com/watch?v=D8eO9_XjX1c
31-40 http://www.youtube.com/watch?v=-Ggo5aytauI
41-50 http://www.youtube.com/watch?v=zgVu0FdExeA
51-60 http://www.youtube.com/watch?v=BOnxF46SV8E
61-70 http://www.youtube.com/watch?v=SiARNwROz6g

Wednesday, November 13, 2013

Friday, November 8, 2013

Cobra or Warhawks or Hellfires? Hellstorm, Laser Tanks...

Replied to a question in this thread about the Cobras. Sharing here.

Question:
Hi, I need some counsel.  I've got level 12 cobras and level 7 EHFs.   EHF is great, but i grow a beard by the time they are in place + they can be vulnerable even w cobras present.   My question is this:  I've got 25K points on the current event.   I'm thinking of Hellstorm, or i can buy a few other things -- Warkawk (but that seems somewhat redundant with cobras) or elete laser tank to compliment my ground (EHF +  level 8 hercs + lvl8 paladins).  FYI -- Im level 28 but really still a nube.  Any advice from the experts?

My answer:
Despite all the wuss from many here and around who just look at bare stats without weighting them to others, HS can often be useless alone cause their missiles get destroyed before they ever hit anything. Add them to HF yes maybe sometimes but very rare. HF are very slow, very weak health, and take ages to use and upgrade and repair. takes 30 minutes to fully use them on a base!! I have lvl 10-11 of all and switched back to all Cobra+Havoc or Cobra+2HS and EMT. I really only found the HS+EHF very useful in a wave 34 of last event against the yellow clowns. it was the only way to pass the wave and the only time they all were truly necessary. razorbacks were much more fun cause they stayed out of range at some level (15-25). around 29 and up, all is red (Lvl5) and your HF are always in range of something so you need a tank to protect and then their use still is slow but sometimes fun if you like to use the splash effect. just way too long. I prefer to waste a toon of EMT and move on with my life.

Laser Tanks are good for base defense against Elite Mega Tanks because of their higher range (400/390) except for their gun trail that makes them easy to spot.

Warhawks/Elite are indeed redundant with Cobra with same range (360) but have much weaker, almost half, Health/Space (17 vs. 36 @Lvl13) but their speed of 2.2 vs 1.6 can be very helping. I don't know, I chose to never take them because of these facts and cause I needed other stuff before.

Sunday, October 27, 2013

WC Preview - Undead Rising wave 35 (Yellow Clowns)

Only Hellfires or 5 Hellstorms can get rid of the Yellow bastards clowns.
I tried platoons of Elite Laser Tanks lvl 9, Paladin 10, Elite Mega Tanks 4 and 150 Elite Riflemen. All got killed. Only Hellfire missiles can distract those bastard yellow clowns green ball weapon that shoot at air and ground.

UNDEAD RISING EVENT XPs



UNDEAD RISING EVENT XPs (Oct. 2013)

WAVE ATTACK/DEFENSE XP Bonus XP Total
1 D 600
600
2 D 620
1220
3 D 640
1860
4 D 660
2520
5 A 700
3220
6 D 730
3950
7 D 750
4700
8 D 760
5460
9 D 770
6230
10 A 790
7020
11 D 800
7820
12 D 810
8630
13 D 820
9450
14 D 830
10280
15 A 1650 300 12230
16 D 840
13070
17 D 850
13920
18 D 860
14780
19 A 870
15650
20 D 880
16530
21 D 890
17420
22 D 900
18320
23 A 910
19230
24 D 920
20150
25 D 930
21080
26 D 940
22020
27 A 1900 450 24370
28 D 950
25320
29 D 950
26270
30 D 960
27230
31 A 960
28190
32 D 970
29160
33 D 970
30130
34 D 980
31110
35 A (Air Destroyers) 980
32090
36 D 990
33080
37 D 990
34070
38 D 1000
35070

Saturday, October 5, 2013

Best Anti-Air Defense Unit to defend your base (Part I) : Stinger or Flak Tank ?

What are the best units to defend your base against Air Attack ?
Which unit to chose and upgrade with your hard earned events XPs?

(Part I) : Flak Tank or Stinger ?
Unit / Space / Speed
Flak Tank / 100 / 0,9
Stinger / 50 / 1,2

Why them only? Why not include Gatling Trucks, Hercules or Humvees?

First, because you and I have Event XPs to spend on a deadline in a hurry before we lose them and we wonder about the difference between Flak Tank (10000 XP) and Stinger (9500 XP).
Then, because Flak Tank and Stinger are of those rare units to have the SPLASH effect against air while the others don't and another article will come soon about their choice. Elite Heavy Gunners customized in the Workshop can have that splash effect too but I'll investigate later cause I'm guessing it's not as strong and would take much more valuable space.
SPLASH means they shoot at one target and hit all the others around. That is much deadlier. While Elite Riflemen in Watchtowers are damn impressive despite their supposedly poor effect on air, they only shoot at one aircraft at a time and seem to do damage to that one only while the others still shoot at the tower and ultimately get it down. So, against a fleet of aircrafts, the SPLASH effect is much more effective cause ALL aircrafts are damaged by one single shot of the Stinger or Flak Tank while only one aircraft until dead before the other is hit by non splash defending units like Elite Riflemen.

Now which is really more worth than the other? And why the question?
Cause they are both events prizes and the Flak tank being more expensive than the Stinger, you might think it's a better option. Well, think twice! And read below. Because my maths show the contrary. Stinger seems to be at least twice better than the Flak tank when defending base.

Below are the maths. Watch the red encircled cells.
You can read My Maths on War Commander Units Stats to understand how I determine the qualities of a Unit and the metrics and formulas used here, what exactly are Health/Space, DPS/Space, Total Upgrade Time (TUT) and HRDPS.

And here is the CONCLUSION: FIRST CHOSE STINGERS OVER FLAK TANKS.
Why?
- They are twice more deadly (DPS/space). In Watchtowers, they are 2.5 deadlier than Flak Tanks and range 510 when Flak Tanks range 432-468. That's a huge difference. Even in strongholds with 0% DPS against air, they still are twice deadlier in DPS but range only 340 vs 432-468. so it's not their best spot. But they become so much more protected.
- They cost less (only 500XP ok, but yet)
- They are infantry and you will need to upgrade a lot more vehicles and aircrafts (in Tech Center) than infantry (in Academy). A lot lot more. So you need infantry prizes to upgrade.
- They have twice less Health/Space (=defense) but that is the total opposite and thus a non issue when placed in any type of bunker where they always belong.
- They move 30% faster than tanks. They are not to move much but just in case.
Drawbacks/inconvenience:
- It takes both more than a whole month to reach a decent level (9) before thorium need. That is way too long. But another reason to chose the infantry unit over the vehicle one. Cause your Academy is much less needed to upgrade it than your Tech Center. The upgrade delay for both favors the Stinger again.


CONCLUSION :
GO FOR THE STINGER!! Forget the Flak Tank until much later.

Please feel free to comment below and argue with your experience and constructive criticisms. I even opened commenting to anonymous :) No comments means they all agree. And this post has been read by many 33+ I know. Thanks for reading guys :)




Thanks to http://warcommander.wikia.com/wiki/Portal:Units for all their fantastic work and support.

My Maths on War Commander Units Stats

My Maths on War Commander Units Stats

How do I determine the value of a War Commander Unit? Only by statistics? No, more than metrics, it is personal experience that determines the qualities of a unit. And everyone has his personal way of playing and then his opinion, depending on many personal factors and preferences. So I will only focus here on unquestionable maths and not on discussions or preferences. Then each can makes his choice with those given data.

In order to determine the maths qualities of a unit, I watch all statistics data given for Non-Customized Units where DPS is Damage Per Second, not per shot. I keep the
Range
and I derive 4 personal metrics from the ones given by Kixeye :
Health/Space,
DPS/Space and
Total Upgrade Time (TUT)

TUT adds all times needed to reach a unit level except the ones needed to build all buildings and/or other units needed to build that unit up to this level. So, as an indication of the prerequisite, I include the
Building Level (BLDG LVL)

Health/Space and DPS/Space are derived because Health and DPS have barely no meaning alone in my opinion if they are not compared to the amount of Space a unit occupies in a platoon or to defend the base. Maths proves it. The sudden appearance of Elite Riflemen proved it harshly. Their DPS/Space is quite higher than many other units with much higher absolute DPS or Health and that's how these little Riflemen could and can wipe out full fleet of helicopters Cobra level 10 or platoons of other apparently stronger vehicles.

I derived a 4th personal metric that is less relevant but that combines Range with all other metrics in a single big equation and result : Health x Range x DPS/Space /1000 =
HRDPS
HRDPS becomes a usefull indicator revealing overall values and advantages of a unit when you are torn between similar ratios but antagonistic in Health vs. DPS.

Finally, so far, I chose to not include Repair Time here. First because it's still way too complicated to compute and then because its importance is ultimately your choice depending on how intensive you play. I personally find it essential if you play continuously but much less if you can just play an hour or two every 6 or 8 or 24 or more or if you coin. That leaves time to repair and come back.

Thorium or no Thorium?
That is the question. The highest possible stats with and without thorium are highlighted in yellow and they are the ones to watch and aim for.

So here is one sample of the dirty secret in War Commander Units stats I will share with you :





Monday, September 30, 2013

Operation DEADPOINT 2 XPs / Wave


Operation Deadpoint 2 : XPs per Wave

WAVE ATTACK/DEFENSE XP Bonus XP Total
1 A 600
600
2 D 620
1220
3 D 640
1860
4 A 660
2520
5 D 700
3220
6 D 730
3950
7 A 750
4700
8 D 760
5460
9 D 770
6230
10 A 1500 300 8030
11 D 790
8820
12 D 790
9610
13 D 800
10410
14 A 800
11210
15 D 810
12020
16 D 810
12830
17 A 820
13650
18 D 820
14470
19 D 830
15300
20 A 1600 450 17350
21 D 840
18190
22 D 840
19030
23 D 850
19880
24 A 850
20730
25 D 860
21590
26 D 860
22450
27 A 870
23320
28 D 870
24190
29 D 880
25070
30 A 1800
26870
31 D 900
27770
32 D 900
28670
33 D 910
29580
34 A 910
30490
35 D 920
31410
36 D 920
32330
37 A 930
33260
38 D 930
34190
39 D 940
35130
40 A 1800 540 36930
41 D (WIdowMaker) 950
37880
42 D 950
38830
43 D 960
39790
44 A 960
40750
45 D 970
41720
46 D 970
42690
47 A 980
43670
48 D 980
44650
49 D (WidowMaker) 990
45640

Tuesday, September 24, 2013

War commander, Laser Tank Battle vs. Plasma+Cryo+Laser Base

3 Platoons of customized Elite Laser Tanks to take in 9 minutes a base that usually kills 60 Elite Megas.

Tuesday, September 3, 2013

Operation Deadpoint Wave 36 : Attack base difficulty

If you go by air first (22 Cobra 11 in my case), FIRST only take the FRONT E-Gatling Trucks and bonus XP building, THEN the NORTH bunkers that have no air defense and then the second Bonus XP building. Then progress from North East to South West. You will miss the lower left bonus but you can take it in an hour with ground support to destroy the towers and surrounding defenses without losing ALL your air that you need as support.

Monday, September 2, 2013

Operation: Deadpoint Waves 31, 32, 33, 34, 35, 36, 37, 28, 39 & 40 - War...

Operation DEADPOINT XPs/Wave

WAVE ATTACK/DEFENSE XP Bonus XP Total
1 D 600
600
2 D 620
1220
3 D 640
1860
4 A 660
2520
5 D 700
3220
6 D 730
3950
7 D 750
4700
8 A 760
5460
9 D 770
6230
10 D 780
7010
11 D 790
7800
12 A 1600 360 9760
13 D 800
10560
14 D 810
11370
15 D 810
12180
16 A 820
13000
17 D 820
13820
18 D 830
14650
19 D 830
15480
20 A 840
16320
21 D 840
17160
22 D 850
18010
23 D 850
18860
24 A 1800 420 21080
25 D 900
21980
26 D 900
22880
27 D 910
23790
28 A 910
24700
29 D 920
25620
30 D 920
26540
31 D 930
27470
32 A 930
28400
33 D (Tarantula) 940
29340
34 D 940
30280
35 D 950
31230
36 A 2000 320 33550
37 D 960
34510
38 D 960
35470
39 D 970
36440

Wednesday, July 24, 2013

Operation HALCYON XPs / Wave

WAVE XP Total Thorium
1 200 200
2 220 420
3 240 660
4 260 920
5 280 1200
6 300 1500
7 320 1820
8 340 2160
9 360 2520
10 400 2920
11 430 3350
12 460 3810
13 490 4300
14 520 4820
15 550 5370
16 580 5950
17 610 6560
18 640 7200
19 670 7870
20 700 8570
21 730 9300
22 760 10060
23 790 10850
24 820 11670
25 850 12520
26 880 13400 25600
27 910 14310 25700
28 940 15250 25800
29 970 16220 25900
30 1000 17220 26000
31 1030 18250 26250
32 1060 19310 26500
33 1090 20400 28000
34 1120 21520 28250
35 1150 22670 28500
36 1180 23850 28750
37 1210 25060 29000
38 1240 26300 29250
39 1270 27570 29500
40 1300 28870 29750
41 1330 30200 30000
42 1360 31560 30250
43 1390 32950 30500
44 1420 34370 30750
45 1450 35820 31000

Tuesday, June 11, 2013

Operation ARCHANGEL XPs/Wave

Operation Archangel XPs/Wave
Sure up to wave 34. just a guess after.
WAVE XP Bonus XP Total
1 200
200
2 220
420
3 240 100 760
4 260
1020
5 280
1300
6 300 100 1700
7 320
2020
8 340 100 2460
9 360
2820
10 400
3220
11 430
3650
12 460 120 4230
13 490
4720
14 520 120 5360
15 550 120 6030
16 580
6610
17 610 120 7340
18 640
7980
19 670 120 8770
20 700
9470
21 730 140 10340
22 760 140 11240
23 790
12030
24 820
12850
25 850 140 13840
26 880
14720
27 910
15630
28 940 140 16710
29 970
17680
30 1000 0 18680
31 1030
19710
32 1060 160 20930
33 1090
22020
34 1120 160 23300
35 1150
24450
36 1180 200 25830
37 1210
27040
38 1240 220 28500
39 1270
29770
40 1300 240 31310
41 1330
32640
42 1360 260 34260
43 1390
35650
44 1420
37070

Wednesday, April 10, 2013

War Commander Units & Defense Buildings Statistics Ultimate Chart

UPDATE OCT 2013: 
THOSE STATS ARE NOW OUTDATED. SORRY. I WILL PUBLISH UPDATES ASAP.
SUBSCRIBE BY EMAIL (there -->) TO BE WARNED WHEN NEW STATS ARE AVAILABLE.


TABLE OF CONTENTS


Download the Ultimate War Commander Units & Defense Buildings Statistics
in full High Resolution PDF (65 pages indexed)
with PayPal now
Buy Now

1. INFANTRY | War Commander Units Statistics

UPDATE OCT 2013:
THOSE STATS ARE NOW OUTDATED. SORRY. I WILL PUBLISH UPDATES ASAP.
SUBSCRIBE BY EMAIL (there -->) TO BE WARNED WHEN NEW STATS ARE AVAILABLE.
1. INFANTRY | War Commander Units Statistics, page 2 of 2 (sample)
1. INFANTRY | War Commander Units Statistics, page 2 of 2 (sample)

Get the full Hi-Resolution PDF War Commander Units & Defense Buildings Statistics Ultimate Chart with PayPal here
Buy Now

Back to War Commander Units & Defense Buildings Statistics Ultimate Chart : TABLE OF CONTENTS

2. VEHICLES | War Commander Units Statistics

UPDATE OCT 2013:
THOSE STATS ARE NOW OUTDATED. SORRY. I WILL PUBLISH UPDATES ASAP.
SUBSCRIBE BY EMAIL (there -->) TO BE WARNED WHEN NEW STATS ARE AVAILABLE.

2. VEHICLES | War Commander Units Statistics, page 3 of 4 (sample)
2. VEHICLES | War Commander Units Statistics, page 3 of 4 (sample)
Get the full Hi-Resolution PDF War Commander Units & Defense Buildings Statistics Ultimate Chart with PayPal here
Buy Now

Back to War Commander Units & Defense Buildings Statistics Ultimate Chart : TABLE OF CONTENTS

3. AIRCRAFT | War Commander Units Statistics

UPDATE OCT 2013:
THOSE STATS ARE NOW OUTDATED. SORRY. I WILL PUBLISH UPDATES ASAP.
SUBSCRIBE BY EMAIL (there -->) TO BE WARNED WHEN NEW STATS ARE AVAILABLE.

3. AIRCRAFT | War Commander Units Statistics, page 2
3. AIRCRAFT | War Commander Units Statistics, page 1
3. AIRCRAFT | War Commander Units Statistics, page 2
3. AIRCRAFT | War Commander Units Statistics, page 2 of 2
Get the full Hi-Resolution PDF War Commander Units & Defense Buildings Statistics Ultimate Chart with PayPal here
Buy Now

Back to War Commander Units & Defense Buildings Statistics Ultimate Chart TABLE OF CONTENTS